SIR_zaogongchang_focus_effect = { add_offsite_building = { type = dockyard level = 20 } every_controlled_state = { limit = { OR = { has_state_category = metropolis has_state_category = megalopolis } } add_extra_state_shared_building_slots = 5 add_building_construction = { type = industrial_complex level = 2 instant_build = yes } add_building_construction = { type = arms_factory level = 3 instant_build = yes } add_building_construction = { type = infrastructure level = 2 instant_build = yes } } every_controlled_state = { limit = { OR = { has_state_category = large_city } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = industrial_complex level = 1 instant_build = yes } add_building_construction = { type = arms_factory level = 1 instant_build = yes } add_building_construction = { type = infrastructure level = 1 instant_build = yes } } every_controlled_state = { limit = { NOT = { OR = { has_state_category = large_city has_state_category = metropolis has_state_category = megalopolis } } } add_extra_state_shared_building_slots = 2 add_building_construction = { type = infrastructure level = 1 instant_build = yes } } } AZ_siren_reinforce_cd_setup = { #此效果在开始游戏按钮点击后触发,用来设置不同塞壬刷兵决议的冷却时间。 #以下变量存储在国家域,开始游戏后也可以加减以改变不同阶段塞壬召唤不同种类支援的速率和数量 #siren_reinforce_1_cd 步兵/摩托化部队冷却时间 #siren_reinforce_2_cd 轻坦冷却时间 #siren_reinforce_3_cd 中坦冷却时间 #siren_reinforce_4_cd 重坦冷却时间 #siren_reinforce_5_cd 超重冷却时间 #siren_reinforce_1_factor 步兵/摩托化部队乘数 #siren_reinforce_2_factor 轻坦冷却乘数 #siren_reinforce_3_factor 中坦冷却乘数 #siren_reinforce_4_factor 重坦冷却乘数 #siren_reinforce_5_factor 超重冷却乘数 SIR = { set_variable = { siren_reinforce_1_cd = 50 } set_variable = { siren_reinforce_2_cd = 60 } set_variable = { siren_reinforce_3_cd = 60 } set_variable = { siren_reinforce_4_cd = 90 } set_variable = { siren_reinforce_5_cd = 120 } if = { limit = { has_global_flag = sirennandu1 } set_variable = { siren_reinforce_1_factor = 7 } set_variable = { siren_reinforce_2_factor = 7 } set_variable = { siren_reinforce_3_factor = 6 } set_variable = { siren_reinforce_4_factor = 12 } set_variable = { siren_reinforce_5_factor = 10 } } else_if = { limit = { OR = { has_global_flag = sirennandu2 has_global_flag = sirennandu3 } } set_variable = { siren_reinforce_1_factor = 10 } set_variable = { siren_reinforce_2_factor = 10 } set_variable = { siren_reinforce_3_factor = 8 } set_variable = { siren_reinforce_4_factor = 15 } set_variable = { siren_reinforce_5_factor = 10 } } else = { set_variable = { siren_reinforce_1_factor = 5 } set_variable = { siren_reinforce_2_factor = 5 } set_variable = { siren_reinforce_3_factor = 4 } set_variable = { siren_reinforce_4_factor = 7 } set_variable = { siren_reinforce_5_factor = 10 } } } SR1 = { set_variable = { siren_reinforce_1_cd = 100 } set_variable = { siren_reinforce_2_cd = 100 } set_variable = { siren_reinforce_3_cd = 120 } set_variable = { siren_reinforce_4_cd = 120 } set_variable = { siren_reinforce_5_cd = 360 } set_variable = { siren_reinforce_1_factor = 7 } set_variable = { siren_reinforce_2_factor = 2 } set_variable = { siren_reinforce_3_factor = 1 } set_variable = { siren_reinforce_4_factor = 1 } set_variable = { siren_reinforce_5_factor = 7 } } SR2 = { set_variable = { siren_reinforce_1_cd = 80 } set_variable = { siren_reinforce_2_cd = 80 } set_variable = { siren_reinforce_3_cd = 100 } set_variable = { siren_reinforce_4_cd = 100 } set_variable = { siren_reinforce_5_cd = 360 } set_variable = { siren_reinforce_1_factor = 7 } set_variable = { siren_reinforce_2_factor = 6 } set_variable = { siren_reinforce_3_factor = 5 } set_variable = { siren_reinforce_4_factor = 5 } set_variable = { siren_reinforce_5_factor = 7 } } SR3 = { set_variable = { siren_reinforce_1_cd = 30 } set_variable = { siren_reinforce_2_cd = 30 } set_variable = { siren_reinforce_3_cd = 60 } set_variable = { siren_reinforce_4_cd = 60 } set_variable = { siren_reinforce_5_cd = 360 } if = { limit = { OR = { has_global_flag = sirennandu2 has_global_flag = sirennandu3 } } set_variable = { siren_reinforce_1_factor = 6 } set_variable = { siren_reinforce_2_factor = 6 } set_variable = { siren_reinforce_3_factor = 4 } set_variable = { siren_reinforce_4_factor = 4 } set_variable = { siren_reinforce_5_factor = 7 } } else = { set_variable = { siren_reinforce_1_factor = 4 } set_variable = { siren_reinforce_2_factor = 3 } set_variable = { siren_reinforce_3_factor = 1 } set_variable = { siren_reinforce_4_factor = 1 } set_variable = { siren_reinforce_5_factor = 7 } } } SR4 = { set_variable = { siren_reinforce_1_cd = 100 } set_variable = { siren_reinforce_2_cd = 100 } set_variable = { siren_reinforce_3_cd = 120 } set_variable = { siren_reinforce_4_cd = 120 } set_variable = { siren_reinforce_5_cd = 360 } set_variable = { siren_reinforce_1_factor = 7 } set_variable = { siren_reinforce_2_factor = 1 } set_variable = { siren_reinforce_3_factor = 1 } set_variable = { siren_reinforce_4_factor = 1 } set_variable = { siren_reinforce_5_factor = 7 } } } AZ_siren_difficulty_setup = { #另 起 炉 灶 #游戏刚开始不允许塞壬刷兵 if = { limit = { has_global_flag = sirennandu1 } set_variable = { global.AZ_siren_difficulty = 1 } every_country = { limit = { shisairen_trigger = yes } set_country_flag = { flag = siren_safe_time value = 1 days = 180 } country_event = { id = AZ_siren.1 days = 1 } } } else_if = { limit = { has_global_flag = sirennandu2 } set_variable = { global.AZ_siren_difficulty = 2 } every_country = { limit = { shisairen_trigger = yes } set_country_flag = { flag = siren_safe_time value = 1 days = 180 } country_event = { id = AZ_siren.1 days = 1 } } } else_if = { limit = { has_global_flag = sirennandu3 } set_variable = { global.AZ_siren_difficulty = 3 } every_country = { limit = { shisairen_trigger = yes } set_country_flag = { flag = siren_safe_time value = 1 days = 360 } country_event = { id = AZ_siren.1 days = 1 } } } else = { set_variable = { global.AZ_siren_difficulty = 0 } every_country = { limit = { OR = { tag = SR1 tag = SR2 tag = SR3 tag = SR4 } } set_country_flag = { flag = siren_safe_time value = 1 days = 180 } country_event = { id = AZ_siren.1 days = 1 } } } } SIR_reinforce_1_inf = { set_temp_variable = { num_enemies = 0 } for_each_loop = { array = enemies add_to_temp_variable = { num_enemies = 1 } } set_temp_variable = { loop_num = siren_reinforce_1_factor } #这是基础乘数 multiply_temp_variable = { loop_num = num_enemies } #参战国数*基础乘数=刷兵数量 if = { limit = { has_global_flag = sirennandu3 } add_to_temp_variable = { loop_num = 15 } #对于孤勇者难度额外+15 } for_loop_effect = { end = loop_num random_controlled_state = { create_unit = { division = "name = \"蛮啾步兵师\" division_template = \"塞壬步兵兵团\" start_experience_factor = 0.1 start_equipment_factor = 1" owner = ROOT } } } } SIR_reinforce_1_mot = { set_temp_variable = { num_enemies = 0 } for_each_loop = { array = enemies add_to_temp_variable = { num_enemies = 1 } } set_temp_variable = { loop_num = siren_reinforce_1_factor } #这是基础乘数 multiply_temp_variable = { loop_num = num_enemies } #参战国数*基础乘数=刷兵数量 if = { limit = { has_global_flag = sirennandu3 } add_to_temp_variable = { loop_num = 10 } #对于孤勇者难度额外+10 } for_loop_effect = { end = loop_num random_controlled_state = { create_unit = { division = "name = \"蛮啾机动师\" division_template = \"塞壬机动兵团\" start_experience_factor = 0 start_equipment_factor = 1" owner = ROOT } } } } SIR_reinforce_1_mec = { set_temp_variable = { num_enemies = 0 } for_each_loop = { array = enemies add_to_temp_variable = { num_enemies = 1 } } set_temp_variable = { loop_num = siren_reinforce_1_factor } #这是基础乘数 multiply_temp_variable = { loop_num = num_enemies } #参战国数*基础乘数=刷兵数量 if = { limit = { has_global_flag = sirennandu3 } add_to_temp_variable = { loop_num = 10 } #对于孤勇者难度额外+10 } for_loop_effect = { end = loop_num random_controlled_state = { create_unit = { division = "name = \"蛮啾掷弹兵\" division_template = \"塞壬机械化兵团\" start_experience_factor = 0 start_equipment_factor = 1" owner = ROOT } } } } SIR_reinforce_1_inf_big = { set_temp_variable = { num_enemies = 0 } for_each_loop = { array = enemies add_to_temp_variable = { num_enemies = 1 } } set_temp_variable = { loop_num = siren_reinforce_1_factor } #这是基础乘数 multiply_temp_variable = { loop_num = num_enemies } #参战国数*基础乘数=刷兵数量 if = { limit = { has_global_flag = sirennandu3 } add_to_temp_variable = { loop_num = 15 } #对于孤勇者难度额外+15 } for_loop_effect = { end = loop_num random_controlled_state = { create_unit = { division = "name = \"蛮啾步兵师\" division_template = \"塞壬大型步兵兵团\" start_experience_factor = 0.1 start_equipment_factor = 1" owner = ROOT } } } } SIR_reinforce_2_lt = { set_temp_variable = { num_enemies = 0 } for_each_loop = { array = enemies add_to_temp_variable = { num_enemies = 1 } } set_temp_variable = { loop_num = siren_reinforce_2_factor } #这是基础乘数 multiply_temp_variable = { loop_num = num_enemies } #参战国数*基础乘数=刷兵数量 if = { limit = { has_global_flag = sirennandu3 } add_to_temp_variable = { loop_num = 5 } #对于孤勇者难度额外+10 } for_loop_effect = { end = loop_num random_controlled_state = { create_unit = { division = "name = \"塞壬轻装甲兵团\" division_template = \"塞壬轻装甲兵团\" start_experience_factor = 0 start_equipment_factor = 1 force_equipment_variants = { light_tank_chassis_1 = { version_name = \"Siren LT-1\"} }" owner = ROOT } } } #原数据 <2(10) 2-4(14) >4(22) } SIR_reinforce_3_mt = { set_temp_variable = { num_enemies = 0 } for_each_loop = { array = enemies add_to_temp_variable = { num_enemies = 1 } } set_temp_variable = { loop_num = siren_reinforce_3_factor } #这是基础乘数 multiply_temp_variable = { loop_num = num_enemies } #参战国数*基础乘数=刷兵数量 if = { limit = { has_global_flag = sirennandu3 } add_to_temp_variable = { loop_num = 5 } #对于孤勇者难度额外+5 } for_loop_effect = { end = loop_num random_controlled_state = { create_unit = { division = "name = \"塞壬中装甲兵团\" division_template = \"塞壬中装甲兵团\" start_experience_factor = 0 start_equipment_factor = 1" owner = ROOT } } } } SIR_reinforce_3_td = { set_temp_variable = { num_enemies = 0 } for_each_loop = { array = enemies add_to_temp_variable = { num_enemies = 1 } } set_temp_variable = { loop_num = siren_reinforce_3_factor } #这是基础乘数 multiply_temp_variable = { loop_num = num_enemies } #参战国数*基础乘数=刷兵数量 if = { limit = { has_global_flag = sirennandu3 } add_to_temp_variable = { loop_num = 5 } #对于孤勇者难度额外+5 } for_loop_effect = { end = loop_num random_controlled_state = { create_unit = { division = "name = \"塞壬反坦克兵团\" division_template = \"塞壬反坦克兵团\" start_experience_factor = 0 start_equipment_factor = 1" owner = ROOT } } } } SIR_reinforce_3_mt_late = { set_temp_variable = { num_enemies = 0 } for_each_loop = { array = enemies add_to_temp_variable = { num_enemies = 1 } } set_temp_variable = { loop_num = siren_reinforce_3_factor } #这是基础乘数 multiply_temp_variable = { loop_num = num_enemies } #参战国数*基础乘数=刷兵数量 if = { limit = { has_global_flag = sirennandu3 } add_to_temp_variable = { loop_num = 5 } #对于孤勇者难度额外+5 } for_loop_effect = { end = loop_num random_controlled_state = { create_unit = { division = "name = \"塞壬中装甲兵团\" division_template = \"塞壬中装甲兵团(后期)\" start_experience_factor = 0 start_equipment_factor = 1" owner = ROOT } } } } SIR_reinforce_4_ht = { set_temp_variable = { num_enemies = 0 } for_each_loop = { array = enemies add_to_temp_variable = { num_enemies = 1 } } set_temp_variable = { loop_num = siren_reinforce_4_factor } #这是基础乘数 multiply_temp_variable = { loop_num = num_enemies } #参战国数*基础乘数=刷兵数量 if = { limit = { has_global_flag = sirennandu3 } add_to_temp_variable = { loop_num = 5 } #对于孤勇者难度额外+5 } for_loop_effect = { end = loop_num random_controlled_state = { create_unit = { division = "name = \"塞壬精锐装甲兵团\" division_template = \"塞壬精锐装甲兵团\" start_experience_factor = 0 start_equipment_factor = 1" owner = ROOT } } } } SIR_reinforce_4_td = { set_temp_variable = { num_enemies = 0 } for_each_loop = { array = enemies add_to_temp_variable = { num_enemies = 1 } } set_temp_variable = { loop_num = siren_reinforce_4_factor } #这是基础乘数 multiply_temp_variable = { loop_num = num_enemies } #参战国数*基础乘数=刷兵数量 if = { limit = { has_global_flag = sirennandu3 } add_to_temp_variable = { loop_num = 5 } #对于孤勇者难度额外+5 } for_loop_effect = { end = loop_num random_controlled_state = { create_unit = { division = "name = \"塞壬重装甲兵团\" division_template = \"塞壬重装甲兵团\" start_experience_factor = 0 start_equipment_factor = 1" owner = ROOT } } } } SIR_reinforce_5_sht = { set_temp_variable = { num_enemies = 0 } for_each_loop = { array = enemies add_to_temp_variable = { num_enemies = 1 } } set_temp_variable = { loop_num = siren_reinforce_5_factor } #这是基础乘数 multiply_temp_variable = { loop_num = num_enemies } #参战国数*基础乘数=刷兵数量 if = { limit = { has_global_flag = sirennandu3 } add_to_temp_variable = { loop_num = 5 } #对于孤勇者难度额外+5 } for_loop_effect = { end = loop_num random_controlled_state = { create_unit = { division = "name = \"塞壬陆上要塞装甲兵团\" division_template = \"塞壬陆上要塞装甲兵团\" start_experience_factor = 0 start_equipment_factor = 1" owner = ROOT } } } }